Hold Still
Hold your pad. Lift only on the real signal. First to 3.
Hold Still is a two-player nerve game where both players keep a finger on their pad while a light tries to fool them with flickers and a fake countdown. Lift only when it bursts green, and lift first to score; move early and your rival scores.
Both of you press a finger on your pad and hold your breath while the light in the middle tries to fool you with flickers, shakes and a fake 3, 2, 1. Flinch and your rival scores; hold your nerve and the real signal becomes a race to lift.

- How you hold it
- Face-off
- Match
- First to 3
- Length
- Under a minute
- Play
- Friend or bot
How to play Hold Still: quick rules
Under a minute at first to 3. Full rules, options and bot levels are further down.
- 1Keep your finger on your pad.
- 2The light will try to fool you. Don't move!
- 3Lift only when it bursts green. First to lift scores.
- 4Lift early or slide off and your rival scores.
Hold Still rules
Setup
- Each player has a round pad in their own half, and a beacon light sits in the middle where both can see it.
- To start a point, both players touch down on their own pad and keep holding. A finger that slides onto the pad doesn't count.
- When both are holding, a 3, 2, 1 countdown runs. Lifting during the countdown just goes back to the start, with no penalty.
The wait and the fakes
- After the countdown comes a wait of a few seconds, different every point.
- During the wait the beacon tries to fool you: a yellow flicker, a purple flash, a shake, a drum roll, a fake count that stops at 1, or a green outline that is almost the real thing. With Shaky table on, the whole table can wobble too.
- The real signal is unmistakable: the whole light fills green with a white burst.
Scoring
- Flinch: lift your finger, or slide it off your pad, before the real signal and your rival gets the point.
- Race: after the signal, the first player to lift scores. Both lift times are shown.
- After a point, a finger still down stays held for the next one.
Ties and replays
- If both players lift (or both flinch) at almost exactly the same instant, it's "Too close!" and the point is replayed.
- If nobody lifts within 3 seconds of the signal, the point is replayed.
- If three points in a row are replayed this way, the third is settled by a coin toss.
- Pausing mid-point cancels it; both players put their fingers back down to start again.
Winning
- First to the target wins: 3, 5 or 7 points. A match never ends drawn.
Tips to win at Hold Still
- 1Watch for the full green fill with a white burst. A green outline, a flicker or a fake count is never the signal.
- 2Keep your finger relaxed and still in the middle of your pad, so a twitch or a drift never slides you off.
- 3Don't try to guess when the signal comes. The wait changes every point, so react to the light, not the clock.
- 4On Wild fakes, lifting a fraction later is fine. A slow lift only loses the race, but a flinch hands your rival the point.
Controls
Phone flat between you. Each player owns a half, and the far half faces the far player.
- Touch down on your pad and keep holding. Lift to flinch or to race.
- Your finger can wander a little, but sliding well past the pad's edge counts as a lift ("Slipped off!").
- One hold per player; extra fingers in your half are ignored.
- Holding the exit tab with your other hand never counts as a lift.
Options
Every option is free. Defaults are marked.
| Option | Choices | What it does |
|---|---|---|
| First to | 3 (default)57 | The score that wins the match. |
| Fakes | Calm (default)Wild | Calm gives a few fakes per point; Wild throws them much more often. |
| Shaky table (extra) | On (default)Off | Adds a fake where the whole table wobbles. |
| Drifting pad (extra) | OnOff (default) | Pads drift slowly sideways during the wait; follow yours or slip off. |
| Long wait (extra) | OnOff (default) | The wait can last up to 14 seconds instead of 9. |
Play Hold Still against the bot
The bot holds Blue's pad with a virtual finger and sees only what the beacon shows. Its nerve can break on a fake, and it never knows when the real signal is coming.
Easy
Falls for fakes fairly often and lifts slowly on the real signal.
Normal
Only now and then falls for a fake, and lifts at a fair human pace.
Hard
Rarely flinches and lifts quickly on the signal. Fast, calm hands can still beat it.
Online, tournaments and hints
- Online
- One phone onlyEvery point is a split-second race to lift on the same signal, so Hold Still stays on one phone.
- Tournament
- Can be drawn in a tournamentIn a tournament it uses the default options: first to 3, Calm fakes and Shaky table on.
- Hints
- No hints here: it's all about your own reactions.
How it feels
- A faint hum and a heartbeat line that spikes on each fake.
- A bright rising chime and a strong buzz on the real signal, so you get the cue even while watching your pad.
- A sad buzz and a smear on your pad when you flinch.
- Haptics follow your phone's settings and the in-app vibration switch.
Accessibility
- The real signal is a burst shape and a full fill, so it can be told apart without colour; the green fake is an outline only.
- Fakes flash only the small bulb, never the whole screen, and never more than 3 times a second.
- One finger per player.
- With reduced motion on, the table wobble, shakes and expanding rings are dropped.
Hold Still questions
Both players hold a finger on their pad while the light in the middle shows fakes. Lift early and your rival scores; when the real green burst comes, the first to lift scores. First to 3 points wins.
You start with your finger already down, so the hard part is not moving through the fakes. Only after the real signal does it become a speed race.
Stay calm and wait for the full green burst. A flinch gives your rival a free point, so it's better to lift a little late than a little early.
Yes. Lay the phone flat between you; each player holds the pad at their own end and both watch the same light.
Yes, against a bot on Easy, Normal or Hard. It can be fooled by the fakes too, and never knows when the signal is coming.
No. Every point is a split-second race to lift on the same signal, so Hold Still stays on one phone.



